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  • Sep 17 21:22
    WHellhaus commented #47
  • Jul 15 01:37
    treert closed #53
  • Jul 15 01:37
    treert commented #53
  • Jul 15 01:36
    treert commented #34
  • Jul 14 13:36
    treert opened #53
  • Jun 11 12:12
    supuo opened #52
  • Jun 02 11:07
    timohausmann opened #51
  • May 19 20:13
    Makogan commented #26
  • May 12 00:00
    dependabot[bot] labeled #50
  • May 12 00:00
    dependabot[bot] opened #50
  • May 12 00:00

    dependabot[bot] on npm_and_yarn

    Bump lodash from 4.17.20 to 4.1… (compare)

  • Apr 30 13:00
    Rua commented #38
  • Apr 26 09:16
    lloydrf31 opened #49
  • Apr 21 08:36
    simast opened #48
  • Apr 04 08:36
    mkl-b opened #47
  • Mar 03 02:19
    stef-levesque closed #46
  • Mar 03 02:19
    stef-levesque commented #46
  • Feb 28 00:06
    nadir500 opened #46
  • Feb 23 21:20
    blfunex commented #38
  • Feb 18 04:15
    stef-levesque commented #42
stef-levesque
@stef-levesque
There is a bit of a conflict between HLSL and GLSL files
I use the following convention :
.glsl, .frag, .vert, .fp, .vp, .geom files : GLSL syntax
.fx, .hlsl, .vsh, .psh files : HLSL syntax
Although, you can add this to your vscode settings.json to manually associate files with syntaxes:
"files.associations": {"*.fsh":"glsl"}
You can even specify it per project
SSBMTonberry
@SSBMTonberry
Hello
Got a bit of a problem displaying images via shader toy for vscode
void main()
{
vec2 uv = (gl_FragCoord.xy / iResolution.xy);
uv.y += .05 sin(iGlobalTime + uv.x 10.);
uv.x += .05 sin(iGlobalTime + uv.y 10.);
vec4 color = texture2D(iChannel0, uv);
color = color * color;
gl_FragColor = color;
}
stef-levesque
@stef-levesque
Sorry, you have the wrong room :smile:
Looks like a nice extension, though
SSBMTonberry
@SSBMTonberry
Oh, damn
They don't have a room like this :(
Sorry for the disturbance, this extension is wonderawesome :D
stef-levesque
@stef-levesque
You probably can log a issue on his GitHub project
Noah S-C
@Strum355
hey, hope you see this message sometime soon. i was asking if i would be able to work on a seperate fork of your plugin for a specific community. we have a lot of non-standard things in our shaders + shader parsing, hence i thought it would be a better idea to keep it seperate :) full attribution would naturally be given to you for the underlying base
stef-levesque
@stef-levesque
Hey, what kind of non-standard thing do you have? Is it GLSL or HLSL related ?
Noah S-C
@Strum355
glsl, we have a lot of stuff that is parsed in various comments, drawbuffer formats, drawbuffers used as well as CPU-side constants being set via the shaders, as well as #includes
stef-levesque
@stef-levesque
I don't do any syntax parsing on GLSL. It is planned, but haven't start working on it.
If you want to have a look at it, I don't mind you creating a fork. If it's open-source, I might have a look.
Noah S-C
@Strum355
most of the stuff i feel isnt used outside of our community, hence i felt like it wouldnt have a specific place in your general plugin
we have 7 drawbuffers to work with, and up to 10~ composite passes, and we define which drawbuffer to render into at each pass in a comment per file, and i was wanting to add warning functionality etc, stuff that isnt used elsewhere at all to my knowledge
things like that ^^
itll be open-source for sure
Matthew Nichols
@Polkm
Anyone here?
stef-levesque
@stef-levesque
Yes
Noah S-C
@Strum355
o/